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  • Originally posted by a0121536 View Post
    Oh, do you have the simulator set as Liquid Geometry in the Particle Shader? This is very important in order to have the particles displaced together with the ocean.
    I think so. Let me send this latest scene to support.

    Click image for larger version

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    cheers.
    www.mirage-cg.com

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    • I seem to experience things that never nobody has :/ I searched in the forum but couldn't find any related topic.

      I have suddenly a serious shift/offset in the liquid. Up to now, sometimes the liquid was slightly going into the mesh (closed mesh, clear inside tiked), but never like that.
      Where does it come from ?

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      www.mirage-cg.com

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      • I have the same issue but unfortunately no clue. The offset appears when I select the 'clear inside' Option.

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        • Originally posted by supporter View Post
          I have the same issue but unfortunately no clue. The offset appears when I select the 'clear inside' Option.
          hmm, good to know. I will test that next time it happens. Thanks
          www.mirage-cg.com

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          • This looks like the displacement fadeout. You should uncheck 'velocity', as it's by default, and set the level to 20. Please try if this works for you.

            Cheers guys,
            Svetlin Nikolov, Ex Phoenix team lead

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            • Originally posted by a0121536 View Post
              This looks like the displacement fadeout. You should uncheck 'velocity', as it's by default, and set the level to 20. Please try if this works for you.

              Cheers guys,
              Sadly I didn't keep this particular scene. These settings you describe are indeed set like this by default (uncheck velicity, level to 20). I don't think I ever changed that as it took me some time to find the settings, but I cannot verify. If it happens again, I'll remember to look there.
              www.mirage-cg.com

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              • Originally posted by a0121536 View Post
                This looks like the displacement fadeout. You should uncheck 'velocity', as it's by default, and set the level to 20. Please try if this works for you.

                Cheers guys,
                Here Svetlin

                Click image for larger version

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                www.mirage-cg.com

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                • I tried with 'Less displ. away from Ocean Level', Fadeout Factor 20 and 'Less displ. with higher velocity, Fadeout Factor 20. The offset effect stayed the same.

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                  • Originally posted by supporter View Post
                    I have the same issue but unfortunately no clue. The offset appears when I select the 'clear inside' Option.
                    AH, indeed, this is the reason. If you don't need it for anything specific, keep it unchecked.
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • Pardon me for jumping into the conversation.

                      I saw the offset issue during work on a warship 512 feet long running at flank speed, realized the direction of the offset was (maybe?) connected to the coordinates of the PhoenixFDOceanTex map as revealed in the compact material editor.

                      My guess is that this is controlling the direction of movement of the ocean current. If the ship and grid are moving in a direction not in alignment with the ocean current, then the displacement map pushes the water surface through the geometry. The displacement is after the simulation so the water surface cannot deflect when hitting the hull surface. My workaround was to rotate the geometry and animate the sim in a direction opposite the PhoenixFDOceanTex map, so the ship would be moving into the seas. Not helpful if the ship has to make a turn to port or starboard since the direction of the waves displacement would cause the water surface to penetrate the geometry.

                      Further guess is that since the displacement map is applied during rendering, and the previously calculated ocean simulation is based on the flat water surface, then it would result in a penetration (not collision) if the water surface displacement was not aligned already with the curved hull of the ship. Leaving the Phoenix settings of the ship hull to not clear inside left the water intact with somewhat better results, but a collision artifact is visible in the water surface showing the original calculation result from the flat-surface sim.

                      Question: Would it be better that the surface of the ocean was formed into waves first, so the curved hull of the ship could collide with the waves at the proper local elevation (height of the wave as it relates to the elevation of the ship hull geometry, then the water bouncing off the hull and major splashing could be correct, and then resulting smaller splashes and foams could be placed correctly?
                      To test this, I have been experimenting with a ship sim using the wave force during the simulation. This allows me to animate the pitch, yaw and roll of the ship in the moving sim grid with proper water reaction to the collision.

                      Frame 170 is shown below from the base sim with foam and splash turned off (will resimulate later). No issues with water surface displacement penetrating into the geometry.
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                      Next step is to figure out how to add the displacement to the Ocean Mesh outside the grid and have it merge seamless into the waveforce generated surface inside the grid.
                      Any suggestions?

                      Ron Porter
                      Mustang, Oklahoma

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                      • Yup, this is precisely the dilemma - you either have the quick displacement applied at render time, or you have the right interaction, but at the cost of simulating the whole sequence all over again for each ocean parameter change. And there is the blending of the container and the ocean surface issue as well - I think you can experiment with the different methods for suppression or 'fade-out' of the displacement for that - they should allow you to have a non- or weakly-displaced container and fully displaced ocean around it.
                        Svetlin Nikolov, Ex Phoenix team lead

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                        • Hey guys, I too now am trying to do a boat in water! I followed the Phoenix Ocean tutorial along with starting with the Ocean preset, which probably is the cause of my problems. The water quality is great, but I can't seem to get my foam and mist to show up. I don't know if it's an issue with the preset, or what. Also, I added a foam texture to my ocean following using the blend mat and CC alpha and it doesn't create foam crests, rather it makes the water generally whiter...can't figure that one out either. Would love your guys' help! I'm sure it's something basic and easy. I'm also wondering if I should be using Bubbles mode and Splashes mode in the PHXFoam objects (the preset creates 2 which I assume is good.) Would it be better to use Point and Splashes?
                          Attached Files

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                          • I started from a fresh scene and am working forward... slowly changing settings. I think some of the numbers just didn't work right from the tutorial in the foam/mist settings from Phoenix 2 to 3 and eventually it got all screwed up, but still wondering why the foam texture isn't working right...
                            Last edited by japetus; 20-04-2017, 01:38 PM.

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                            • Ok, just to be sure would you animate a sphere and add an Ocean preset? Simulate some frames, rend them and share what is going on with the foam.

                              Thank you!
                              George Barzinski
                              QA Phoenix FD

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                              • Also, it seems like the foam amount is just too low. If you are starting out with the Ocean preset, you shouldn't need to make any drastic changes to the simulation settings. The foam texture on the other hand looks like it needs some mapping changes - can you share the params of the foam and the ocean maps?
                                Svetlin Nikolov, Ex Phoenix team lead

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